The authors studied the influence of canonical orientation on visual search for object orientation. Displays consisted of pictures of animals whose axis of elongation was either vertical or tilted in their canonical orientation. Target orientation could be either congruent or incongruent with the object's canonical orientation. In Experiment 1, vertical canonical targets were detected faster when they were tilted (incongruent) than when they were vertical (congruent). This search asymmetry was reversed for tilted canonical targets. The effect of canonical orientation was partially preserved when objects were high-pass filtered, but it was eliminated when they were low-pass filtered, rendering them as unfamiliar shapes (Experiment 2). The effect of canonical orientation was also eliminated by inverting the objects (Experiment 3) and in a patient with visual agnosia (Experiment 4). These results indicate that orientation search with familiar objects can be modulated by canonical orientation, and they indicate a top-down influence on orientation processing.
In this study, we assessed basic and more complex non-symbolic and symbolic numerical task abilities in children with hemiplegia and obtained a detailed picture of their strengths and weaknesses in the numerical domain. Those children, who experience difficulties in finger gnosia and spontaneous use of fingers in counting, exhibit difficulties in finger pattern recognition and symbolic numerical tasks. However, their non-symbolic numerical abilities and arithmetic skills are preserved. These original results are discussed in light of the "manumerical cognition" hypothesis, which postulates that the use of fingers in numerical activities during childhood shapes our comprehension of numbers.
Résumé
Ce travail présente une synthèse des principaux résultats sur la perception visuelle anisotropique des orientations. Nous percevons systématiquement avec une plus grande précision les stimulus dont l'orientation est verticale ou horizontale que ceux dont l'orientation est oblique. Ce phénomène est appelé « l'effet de l'oblique ». Si son existence ne fait aucun doute, le débat reste entier sur son soubassement fonctionnel. La littérature est structurée par la question du niveau anatomo-fonctionnel du système visuel où agissent les processus responsables de l'effet de l'oblique visuel. Un premier ensemble de recherches montre que ces processus se situent à un bas niveau de traitement alors qu'un deuxième ensemble de recherches montrent, avec les arguments opposés, que ces processus se situent à un haut niveau de traitement. L'analyse des résultats contradictoires suggère que le niveau de traitement des processus responsables de l'effet de l'oblique visuel est déterminé (en grande partie) par les caractéristiques de la tâche proposée.
Mots-clés : orientation, effet de l'oblique, perception visuelle.
Abstract. The virtual cockpit application aims to perform ergonomics studies on future aircraft cockpits, directly from digital mock-ups. This is made possible by immersing a user in a digital
IntroductionFor years, the production process has tended to decrease the time to market in the aircraft industry. Concurrent engineering gives powerful opportunities for conception and production of aircraft cockpits. It is largely based on digital mock-ups ͑DMU͒, as they enable communication between numerous professionals working on the project. A DMU is a numerical version of a product containing all the information relative to it. It is easy to upgrade and to adapt. This enables to follow a product all along its life cycle. A physical mock-up ͑PMU͒ is a physical version of a product, containing part of the information relative to it, at a given time, and then does not permit following the product during its life cycle. Design processes based on DMU allow savings of time and money by decreasing the number of PMU. However, it is difficult to take into account human factors within DMU, because human-product interactions are not well taken into consideration in DMU. That is why PMU are often used for human factors studies. A good alternative to PMU are virtual mock-ups ͑VMU͒. They are based on DMU and enable immersion and interaction within a virtual representation of the product. Thus, they allow us to evaluate concepts and detect issues linked to the ergonomics or
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